don't send immune events when targetko
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865abb2366
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35062db799
@ -554,7 +554,9 @@ impl Construct {
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// Should red type immunity block recharge???
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// Should red type immunity block recharge???
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if let Some(immunity) = self.immune(skill) {
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if let Some(immunity) = self.immune(skill) {
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if !self.is_ko() {
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events.push(Event::Immunity { skill, immunity });
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events.push(Event::Immunity { skill, immunity });
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}
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return events;
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return events;
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}
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}
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@ -642,10 +644,9 @@ impl Construct {
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pub fn deal_green_damage(&mut self, skill: Skill, amount: u64) -> Vec<Event> {
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pub fn deal_green_damage(&mut self, skill: Skill, amount: u64) -> Vec<Event> {
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let mut events = vec![];
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let mut events = vec![];
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if let Some(immunity) = self.immune(skill) {
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if let Some(immunity) = self.immune(skill) {
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events.push(Event::Immunity {
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if !self.is_ko() {
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immunity,
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events.push(Event::Immunity { skill, immunity });
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skill,
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}
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});
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return events;
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return events;
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}
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}
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@ -696,10 +697,9 @@ impl Construct {
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let mut events = vec![];
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let mut events = vec![];
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if let Some(immunity) = self.immune(skill) {
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if let Some(immunity) = self.immune(skill) {
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events.push(Event::Immunity {
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if !self.is_ko() {
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skill,
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events.push(Event::Immunity { skill, immunity });
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immunity,
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}
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});
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return events;
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return events;
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}
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}
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@ -769,10 +769,9 @@ impl Construct {
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let mut events = vec![];
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let mut events = vec![];
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if let Some(immunity) = self.immune(skill) {
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if let Some(immunity) = self.immune(skill) {
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events.push(Event::Immunity {
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if !self.is_ko() {
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skill,
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events.push(Event::Immunity { skill, immunity });
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immunity,
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}
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});
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return events;
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return events;
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}
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}
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@ -470,6 +470,9 @@ impl Game {
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let mut resolutions = resolution_steps(&cast, &mut self);
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let mut resolutions = resolution_steps(&cast, &mut self);
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r_animation_ms = resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
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r_animation_ms = resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
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// the cast itself goes into this temp vec to handle cooldowns
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// if theres no resolution events, the skill didn't trigger (disable etc)
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if resolutions.len() > 0 {
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if resolutions.len() > 0 {
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casts.push(cast);
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casts.push(cast);
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}
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}
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@ -482,9 +485,6 @@ impl Game {
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// self.resolved.push(resolution);
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// self.resolved.push(resolution);
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// }
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// }
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// the cast itself goes into this temp vec
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// to handle cooldowns
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// sort the stack again in case speeds have changed
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// sort the stack again in case speeds have changed
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self.stack_sort_speed();
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self.stack_sort_speed();
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};
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};
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